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Normal map adjusting
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  • Total Posts: 24
  • Joined: 2009-09-19 06:01:42

I’m pretty sure it’s a clean mesh, i verified when unwrapping the uvs and when i imported into mudbox for sculpting so i think that would be my problem, the plagiarism :D . If you want, i could send you the head so you can have a look at it.



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  • Location: Boston suburbs
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  • Joined: 2006-11-29 22:23:23

Using someone else’s model isn’t a big deal if you’re learning, but it could bite you later, since I imagine you’ll want to put this piece in your portfolio when you’re done with it, or you might make a tutorial out of it.

I would try baking in Max, and rendering it in Max. That way is proven to render seamlessly. Rendering it in a game engine is always preferrable though, shows an employer you know how to get it there.

To solve overlaps in your bake, here are a couple methods to try. Probably baking with different ray lengths, and copy/paste the best of each in Photoshop will be the easiest.
http://wiki.polycount.net/Normal_Map#SolvingIntersections



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No, it’s something else, not the normal map. The shades are there all the time wether the normal map is applied or not. That’s why i say we’re not looking in the right direction, it has to do something with their...i don’t know, unrelateness.



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  • Location: Boston suburbs
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It’s probably a problem with the vertex normals on the low-poly model. You can solve this either with smoothing groups or by adding more edges.

This tutorial might give you some idea of what needs to be done.
http://www.svartberg.com/tutorials/article_normalmaps/normalmaps.html



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Let’s take it slower xD . What do you mean by smooth groups, do some different smooth groups in the troubled areas? Won’t the smoothing groups annoy me in the process since i wanna make a normal map?
Umm, ading vertices/edges? :-/ i’m not sure i can do that, it’ll change the uv layout and the model’s topology, isn’t that bad :-/ ?

[Edit]

Wow :D , i can’t believe this actually works. So setting up some different smooth groups and not one huge sg solves most of the bad shading issues xD but i wanna experiment a little more before i give the verdict ;) .



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  • Location: Boston suburbs
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If you change the smoothing groups, or if you add more vertices, either way you’ll need to re-bake the normalmap. Both of these actions will change the vertex normals, which affect the tangent-space calculations that are used to properly light the final normalmapped model. More info on that wiki page.



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xD ok.



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So i solved the bad shadings issue (smooth groups related). We could say the displaced areas was never a big problem and the screwed areas is caused by intersections of the cage.
Now i’m projecting the normal map (like you told me on polycount) using the cage and with matching uvs but i get a lot of weird points on his face
79168493.th.png 80067343.th.png
and because of the way the cage projects i get some areas with lower resolution
53882981.th.png
so how can i project without regarding the cage (i tried to diselect it and nothing showed up). How can i get rid of all those points on his face? And now i have some areas where bad shadings form, this time not being from the smooth groups, and when i was baking in xnormal those shadings weren’t occuring.

But i gotta say, alltogether it’s an impovement.



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